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Who plays, how much, and why? Debunking the stereotypical gamer profile., , and . J. Comput. Mediat. Commun., 13 (4): 993-1018 (2008)From Tree House to Barracks: The Social Life of Guilds in World of Warcraft., , , , , and . Games Cult., 1 (4): 338-361 (2006)Do men heal more when in drag?: conflicting identity cues between user and avatar., , , and . CHI, page 773-776. ACM, (2011)Virtual Interpersonal Touch: Expressing and Recognizing Emotions Through Haptic Devices., , , , and . Human-Computer Interaction, 22 (3): 325-353 (2007)A meta-analysis of the impact of the inclusion and realism of human-like faces on user experiences in interfaces., , and . CHI, page 1-10. ACM, (2007)Detecting digital chameleons., , , and . Comput. Hum. Behav., 24 (1): 66-87 (2008)Motivations of Play in MMORPGs.. DiGRA Conference, (2005)Data Collection in Massively Multiplayer Online Games: Methods, Analytic Obstacles, and Case Studies., and . Game Analytics, Maximizing the Value of Player Data, Springer, (2013)A Method for Longitudinal Behavioral Data Collection in Second Life., and . Presence Teleoperators Virtual Environ., 17 (6): 594-596 (2008)The Evolution of Social Behavior over Time in Second Life., , , and . Presence Teleoperators Virtual Environ., 18 (6): 434-448 (2009)